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@@ -52,9 +52,8 @@ namespace Gaming |
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private void BombObj(Bullet bullet, GameObj objBeingShot) |
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{ |
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#if DEBUG |
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Debugger.Output(bullet, "bombed " + objBeingShot.ToString()); |
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#endif |
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switch (objBeingShot.Type) |
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{ |
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case GameObjType.Character: |
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@@ -122,12 +121,11 @@ namespace Gaming |
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private void BulletBomb(Bullet bullet, GameObj? objBeingShot) |
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{ |
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#if DEBUG |
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if (objBeingShot != null) |
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Debugger.Output(bullet, "bombed with" + objBeingShot.ToString()); |
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else |
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Debugger.Output(bullet, "bombed without objBeingShot"); |
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#endif |
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if (!TryRemoveBullet(bullet)) return; |
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if (bullet.BulletBombRange == 0) |
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@@ -155,14 +153,13 @@ namespace Gaming |
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if (bullet.TypeOfBullet == BulletType.BombBomb && objBeingShot != null) |
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{ |
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ProduceBombBomb(bullet, 0); |
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ProduceBombBomb(bullet, Math.PI / 4); |
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ProduceBombBomb(bullet, Math.PI / 2); |
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ProduceBombBomb(bullet, Math.PI * 3 / 4); |
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ProduceBombBomb(bullet, Math.PI * 2 / 3); |
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ProduceBombBomb(bullet, Math.PI * 5 / 6); |
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ProduceBombBomb(bullet, Math.PI); |
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ProduceBombBomb(bullet, Math.PI * 5 / 4); |
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ProduceBombBomb(bullet, Math.PI * 7 / 6); |
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ProduceBombBomb(bullet, Math.PI * 4 / 3); |
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ProduceBombBomb(bullet, Math.PI * 3 / 2); |
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ProduceBombBomb(bullet, Math.PI * 7 / 4); |
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} |
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var beAttackedList = new List<IGameObj>(); |
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